render_backend_d3d11.odin 17 KB

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  1. #+build windows
  2. #+private file
  3. package karl2d
  4. @(private="package")
  5. RENDER_BACKEND_INTERFACE_D3D11 :: Render_Backend_Interface {
  6. state_size = d3d11_state_size,
  7. init = d3d11_init,
  8. shutdown = d3d11_shutdown,
  9. clear = d3d11_clear,
  10. present = d3d11_present,
  11. draw = d3d11_draw,
  12. resize_swapchain = d3d11_resize_swapchain,
  13. get_swapchain_width = d3d11_get_swapchain_width,
  14. get_swapchain_height = d3d11_get_swapchain_height,
  15. set_internal_state = d3d11_set_internal_state,
  16. load_texture = d3d11_load_texture,
  17. destroy_texture = d3d11_destroy_texture,
  18. load_shader = d3d11_load_shader,
  19. destroy_shader = d3d11_destroy_shader,
  20. }
  21. import d3d11 "vendor:directx/d3d11"
  22. import dxgi "vendor:directx/dxgi"
  23. import "vendor:directx/d3d_compiler"
  24. import "core:strings"
  25. import "core:log"
  26. import "core:slice"
  27. import "core:mem"
  28. import hm "handle_map"
  29. import "base:runtime"
  30. d3d11_state_size :: proc() -> int {
  31. return size_of(D3D11_State)
  32. }
  33. d3d11_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  34. s = (^D3D11_State)(state)
  35. s.allocator = allocator
  36. s.window_handle = dxgi.HWND(window_handle)
  37. s.width = swapchain_width
  38. s.height = swapchain_height
  39. feature_levels := [?]d3d11.FEATURE_LEVEL{
  40. ._11_1,
  41. ._11_0,
  42. }
  43. base_device: ^d3d11.IDevice
  44. base_device_context: ^d3d11.IDeviceContext
  45. device_flags := d3d11.CREATE_DEVICE_FLAGS {
  46. .BGRA_SUPPORT,
  47. }
  48. when ODIN_DEBUG {
  49. device_flags += { .DEBUG }
  50. }
  51. ch(d3d11.CreateDevice(
  52. nil,
  53. .HARDWARE,
  54. nil,
  55. device_flags,
  56. &feature_levels[0], len(feature_levels),
  57. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  58. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  59. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  60. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  61. dxgi_device: ^dxgi.IDevice
  62. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  63. base_device->Release()
  64. base_device_context->Release()
  65. ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
  66. create_swapchain(swapchain_width, swapchain_height)
  67. rasterizer_desc := d3d11.RASTERIZER_DESC{
  68. FillMode = .SOLID,
  69. CullMode = .BACK,
  70. ScissorEnable = true,
  71. }
  72. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  73. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  74. DepthEnable = false,
  75. DepthWriteMask = .ALL,
  76. DepthFunc = .LESS,
  77. }
  78. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  79. vertex_buffer_desc := d3d11.BUFFER_DESC{
  80. ByteWidth = VERTEX_BUFFER_MAX,
  81. Usage = .DYNAMIC,
  82. BindFlags = {.VERTEX_BUFFER},
  83. CPUAccessFlags = {.WRITE},
  84. }
  85. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  86. blend_desc := d3d11.BLEND_DESC {
  87. RenderTarget = {
  88. 0 = {
  89. BlendEnable = true,
  90. SrcBlend = .SRC_ALPHA,
  91. DestBlend = .INV_SRC_ALPHA,
  92. BlendOp = .ADD,
  93. SrcBlendAlpha = .ONE,
  94. DestBlendAlpha = .ZERO,
  95. BlendOpAlpha = .ADD,
  96. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  97. },
  98. },
  99. }
  100. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  101. sampler_desc := d3d11.SAMPLER_DESC{
  102. Filter = .MIN_MAG_MIP_POINT,
  103. AddressU = .WRAP,
  104. AddressV = .WRAP,
  105. AddressW = .WRAP,
  106. ComparisonFunc = .NEVER,
  107. }
  108. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  109. }
  110. d3d11_shutdown :: proc() {
  111. s.sampler_state->Release()
  112. s.framebuffer_view->Release()
  113. s.depth_buffer_view->Release()
  114. s.depth_buffer->Release()
  115. s.framebuffer->Release()
  116. s.device_context->Release()
  117. s.vertex_buffer_gpu->Release()
  118. s.depth_stencil_state->Release()
  119. s.rasterizer_state->Release()
  120. s.swapchain->Release()
  121. s.blend_state->Release()
  122. s.dxgi_adapter->Release()
  123. when ODIN_DEBUG {
  124. debug: ^d3d11.IDebug
  125. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  126. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  127. log_messages()
  128. }
  129. debug->Release()
  130. }
  131. s.device->Release()
  132. s.info_queue->Release()
  133. }
  134. d3d11_clear :: proc(color: Color) {
  135. c := f32_color_from_color(color)
  136. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  137. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  138. }
  139. d3d11_present :: proc() {
  140. ch(s.swapchain->Present(1, {}))
  141. if s.odd_frame {
  142. s.vertex_buffer_offset = 0
  143. }
  144. s.odd_frame = !s.odd_frame
  145. }
  146. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, scissor: Maybe(Rect), vertex_buffer: []u8) {
  147. if len(vertex_buffer) == 0 {
  148. return
  149. }
  150. d3d_shd := hm.get(&s.shaders, shd.handle)
  151. if d3d_shd == nil {
  152. return
  153. }
  154. viewport := d3d11.VIEWPORT{
  155. 0, 0,
  156. f32(s.width), f32(s.height),
  157. 0, 1,
  158. }
  159. dc := s.device_context
  160. vb_data: d3d11.MAPPED_SUBRESOURCE
  161. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  162. {
  163. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  164. copy(
  165. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_offset+len(vertex_buffer)],
  166. vertex_buffer,
  167. )
  168. }
  169. dc->Unmap(s.vertex_buffer_gpu, 0)
  170. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  171. dc->IASetInputLayout(d3d_shd.input_layout)
  172. vertex_buffer_offset := u32(s.vertex_buffer_offset)
  173. vertex_buffer_stride := u32(shd.vertex_size)
  174. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  175. for mloc, builtin in shd.constant_builtin_locations {
  176. loc, loc_ok := mloc.?
  177. if !loc_ok {
  178. continue
  179. }
  180. switch builtin {
  181. case .MVP:
  182. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  183. dst^ = view_proj
  184. }
  185. }
  186. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  187. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  188. for cb_idx in 0..<len(shd.constant_buffers) {
  189. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  190. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  191. if gpu_data == nil {
  192. continue
  193. }
  194. cb_data: d3d11.MAPPED_SUBRESOURCE
  195. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  196. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  197. dc->Unmap(gpu_data, 0)
  198. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  199. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  200. }
  201. dc->RSSetViewports(1, &viewport)
  202. dc->RSSetState(s.rasterizer_state)
  203. scissor_rect := d3d11.RECT {
  204. right = i32(s.width),
  205. bottom = i32(s.height),
  206. }
  207. if sciss, sciss_ok := scissor.?; sciss_ok {
  208. scissor_rect = d3d11.RECT {
  209. left = i32(sciss.x),
  210. top = i32(sciss.y),
  211. right = i32(sciss.x + sciss.w),
  212. bottom = i32(sciss.y + sciss.h),
  213. }
  214. }
  215. dc->RSSetScissorRects(1, &scissor_rect)
  216. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  217. if t := hm.get(&s.textures, texture); t != nil {
  218. dc->PSSetShaderResources(0, 1, &t.view)
  219. }
  220. dc->PSSetSamplers(0, 1, &s.sampler_state)
  221. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  222. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  223. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  224. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  225. s.vertex_buffer_offset += len(vertex_buffer)
  226. log_messages()
  227. }
  228. d3d11_resize_swapchain :: proc(w, h: int) {
  229. s.depth_buffer->Release()
  230. s.depth_buffer_view->Release()
  231. s.framebuffer->Release()
  232. s.framebuffer_view->Release()
  233. s.swapchain->Release()
  234. s.width = w
  235. s.height = h
  236. create_swapchain(w, h)
  237. }
  238. d3d11_get_swapchain_width :: proc() -> int {
  239. return s.width
  240. }
  241. d3d11_get_swapchain_height :: proc() -> int {
  242. return s.height
  243. }
  244. d3d11_set_internal_state :: proc(state: rawptr) {
  245. s = (^D3D11_State)(state)
  246. }
  247. d3d11_load_texture :: proc(data: []u8, width: int, height: int) -> Texture_Handle {
  248. texture_desc := d3d11.TEXTURE2D_DESC{
  249. Width = u32(width),
  250. Height = u32(height),
  251. MipLevels = 1,
  252. ArraySize = 1,
  253. // TODO: _SRGB or not?
  254. Format = .R8G8B8A8_UNORM,
  255. SampleDesc = {Count = 1},
  256. Usage = .IMMUTABLE,
  257. BindFlags = {.SHADER_RESOURCE},
  258. }
  259. texture_data := d3d11.SUBRESOURCE_DATA{
  260. pSysMem = raw_data(data),
  261. SysMemPitch = u32(width * 4),
  262. }
  263. texture: ^d3d11.ITexture2D
  264. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  265. texture_view: ^d3d11.IShaderResourceView
  266. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  267. tex := D3D11_Texture {
  268. tex = texture,
  269. view = texture_view,
  270. }
  271. return hm.add(&s.textures, tex)
  272. }
  273. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  274. if t := hm.get(&s.textures, th); t != nil {
  275. t.tex->Release()
  276. t.view->Release()
  277. }
  278. hm.remove(&s.textures, th)
  279. }
  280. d3d11_load_shader :: proc(shader_source: string, desc_allocator := context.temp_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  281. vs_blob: ^d3d11.IBlob
  282. vs_blob_errors: ^d3d11.IBlob
  283. ch(d3d_compiler.Compile(raw_data(shader_source), len(shader_source), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  284. if vs_blob_errors != nil {
  285. log.error("Failed compiling shader:")
  286. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  287. return
  288. }
  289. vertex_shader: ^d3d11.IVertexShader
  290. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  291. ref: ^d3d11.IShaderReflection
  292. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  293. d3d_shd: D3D11_Shader
  294. d3d_desc: d3d11.SHADER_DESC
  295. ch(ref->GetDesc(&d3d_desc))
  296. {
  297. desc.inputs = make([]Shader_Input, d3d_desc.InputParameters, desc_allocator)
  298. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  299. for in_idx in 0..<d3d_desc.InputParameters {
  300. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  301. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  302. log.errorf("Invalid shader input: %v", in_idx)
  303. continue
  304. }
  305. type: Shader_Input_Type
  306. if in_desc.SemanticIndex > 0 {
  307. log.errorf("Matrix shader input types not yet implemented")
  308. continue
  309. }
  310. switch in_desc.ComponentType {
  311. case .UNKNOWN: log.errorf("Unknown component type")
  312. case .UINT32: log.errorf("Not implemented")
  313. case .SINT32: log.errorf("Not implemented")
  314. case .FLOAT32:
  315. switch in_desc.Mask {
  316. case 0: log.errorf("Invalid input mask"); continue
  317. case 1: type = .F32
  318. case 3: type = .Vec2
  319. case 7: type = .Vec3
  320. case 15: type = .Vec4
  321. }
  322. }
  323. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  324. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  325. desc.inputs[in_idx] = {
  326. name = name,
  327. register = int(in_idx),
  328. format = format,
  329. type = type,
  330. }
  331. }
  332. }
  333. {
  334. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, d3d_desc.ConstantBuffers, desc_allocator)
  335. d3d_shd.constant_buffers = make([]D3D11_Shader_Constant_Buffer, d3d_desc.ConstantBuffers, s.allocator)
  336. for cb_idx in 0..<d3d_desc.ConstantBuffers {
  337. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  338. if cb_info == nil {
  339. continue
  340. }
  341. cb_desc: d3d11.SHADER_BUFFER_DESC
  342. cb_info->GetDesc(&cb_desc)
  343. if cb_desc.Size == 0 {
  344. continue
  345. }
  346. constant_buffer_desc := d3d11.BUFFER_DESC{
  347. ByteWidth = cb_desc.Size,
  348. Usage = .DYNAMIC,
  349. BindFlags = {.CONSTANT_BUFFER},
  350. CPUAccessFlags = {.WRITE},
  351. }
  352. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_shd.constant_buffers[cb_idx].gpu_data))
  353. variables := make([]Shader_Constant_Buffer_Variable_Desc, cb_desc.Variables, desc_allocator)
  354. desc.constant_buffers[cb_idx].variables = variables
  355. desc.constant_buffers[cb_idx].size = int(cb_desc.Size)
  356. for var_idx in 0..<cb_desc.Variables {
  357. var_info := cb_info->GetVariableByIndex(var_idx)
  358. if var_info == nil {
  359. continue
  360. }
  361. var_desc: d3d11.SHADER_VARIABLE_DESC
  362. var_info->GetDesc(&var_desc)
  363. if var_desc.Name != "" {
  364. variables[var_idx] = {
  365. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  366. loc = {
  367. buffer_idx = cb_idx,
  368. offset = var_desc.StartOffset,
  369. },
  370. }
  371. }
  372. }
  373. }
  374. }
  375. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), context.temp_allocator)
  376. for idx in 0..<len(desc.inputs) {
  377. input := desc.inputs[idx]
  378. input_layout_desc[idx] = {
  379. SemanticName = temp_cstring(input.name),
  380. Format = dxgi_format_from_pixel_format(input.format),
  381. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  382. InputSlotClass = .VERTEX_DATA,
  383. }
  384. }
  385. input_layout: ^d3d11.IInputLayout
  386. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  387. ps_blob: ^d3d11.IBlob
  388. ps_blob_errors: ^d3d11.IBlob
  389. ch(d3d_compiler.Compile(raw_data(shader_source), len(shader_source), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  390. if ps_blob_errors != nil {
  391. log.error("Failed compiling shader:")
  392. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  393. }
  394. pixel_shader: ^d3d11.IPixelShader
  395. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  396. d3d_shd.vertex_shader = vertex_shader
  397. d3d_shd.pixel_shader = pixel_shader
  398. d3d_shd.input_layout = input_layout
  399. h := hm.add(&s.shaders, d3d_shd)
  400. return h, desc
  401. }
  402. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  403. shd := hm.get(&s.shaders, h)
  404. if shd == nil {
  405. log.error("Invalid shader %v", h)
  406. return
  407. }
  408. shd.input_layout->Release()
  409. shd.vertex_shader->Release()
  410. shd.pixel_shader->Release()
  411. for c in shd.constant_buffers {
  412. if c.gpu_data != nil {
  413. c.gpu_data->Release()
  414. }
  415. }
  416. delete(shd.constant_buffers, s.allocator)
  417. hm.remove(&s.shaders, h)
  418. }
  419. // API END
  420. s: ^D3D11_State
  421. D3D11_Shader_Constant_Buffer :: struct {
  422. gpu_data: ^d3d11.IBuffer,
  423. }
  424. D3D11_Shader :: struct {
  425. handle: Shader_Handle,
  426. vertex_shader: ^d3d11.IVertexShader,
  427. pixel_shader: ^d3d11.IPixelShader,
  428. input_layout: ^d3d11.IInputLayout,
  429. constant_buffers: []D3D11_Shader_Constant_Buffer,
  430. }
  431. D3D11_State :: struct {
  432. allocator: runtime.Allocator,
  433. window_handle: dxgi.HWND,
  434. width: int,
  435. height: int,
  436. dxgi_adapter: ^dxgi.IAdapter,
  437. swapchain: ^dxgi.ISwapChain1,
  438. framebuffer_view: ^d3d11.IRenderTargetView,
  439. depth_buffer_view: ^d3d11.IDepthStencilView,
  440. device_context: ^d3d11.IDeviceContext,
  441. depth_stencil_state: ^d3d11.IDepthStencilState,
  442. rasterizer_state: ^d3d11.IRasterizerState,
  443. device: ^d3d11.IDevice,
  444. depth_buffer: ^d3d11.ITexture2D,
  445. framebuffer: ^d3d11.ITexture2D,
  446. blend_state: ^d3d11.IBlendState,
  447. sampler_state: ^d3d11.ISamplerState,
  448. // 0 or 1
  449. odd_frame: bool,
  450. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  451. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  452. info_queue: ^d3d11.IInfoQueue,
  453. vertex_buffer_gpu: ^d3d11.IBuffer,
  454. vertex_buffer_offset: int,
  455. }
  456. create_swapchain :: proc(w, h: int) {
  457. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  458. Width = u32(w),
  459. Height = u32(h),
  460. Format = .B8G8R8A8_UNORM,
  461. SampleDesc = {
  462. Count = 1,
  463. },
  464. BufferUsage = {.RENDER_TARGET_OUTPUT},
  465. BufferCount = 2,
  466. Scaling = .STRETCH,
  467. SwapEffect = .DISCARD,
  468. }
  469. dxgi_factory: ^dxgi.IFactory2
  470. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  471. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  472. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  473. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  474. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  475. s.framebuffer->GetDesc(&depth_buffer_desc)
  476. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  477. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  478. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  479. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  480. }
  481. Color_F32 :: [4]f32
  482. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  483. return {
  484. f32(color.r) / 255,
  485. f32(color.g) / 255,
  486. f32(color.b) / 255,
  487. f32(color.a) / 255,
  488. }
  489. }
  490. D3D11_Texture :: struct {
  491. handle: Texture_Handle,
  492. tex: ^d3d11.ITexture2D,
  493. view: ^d3d11.IShaderResourceView,
  494. }
  495. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  496. switch f {
  497. case .Unknown: return .UNKNOWN
  498. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  499. case .RGB_32_Float: return .R32G32B32_FLOAT
  500. case .RG_32_Float: return .R32G32_FLOAT
  501. case .R_32_Float: return .R32_FLOAT
  502. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  503. case .RG_8_Norm: return .R8G8_UNORM
  504. case .R_8_Norm: return .R8_UNORM
  505. }
  506. log.error("Unknown format")
  507. return .UNKNOWN
  508. }
  509. // CHeck win errors and print message log if there is any error
  510. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  511. if hr >= 0 {
  512. return hr
  513. }
  514. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  515. log_messages(loc)
  516. return hr
  517. }
  518. log_messages :: proc(loc := #caller_location) {
  519. iq := s.info_queue
  520. if iq == nil {
  521. return
  522. }
  523. n := iq->GetNumStoredMessages()
  524. longest_msg: d3d11.SIZE_T
  525. for i in 0..=n {
  526. msglen: d3d11.SIZE_T
  527. iq->GetMessage(i, nil, &msglen)
  528. if msglen > longest_msg {
  529. longest_msg = msglen
  530. }
  531. }
  532. if longest_msg > 0 {
  533. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  534. for i in 0..=n {
  535. msglen: d3d11.SIZE_T
  536. iq->GetMessage(i, nil, &msglen)
  537. if msglen > 0 {
  538. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  539. iq->GetMessage(i, msg, &msglen)
  540. log.error(msg.pDescription, location = loc)
  541. }
  542. }
  543. }
  544. iq->ClearStoredMessages()
  545. }